The Stormgate Community Update Patch Notes

The Stormgate Community Update is here and is available to play on our Public Test Realm.

This update is the result of a collaboration between members of Frost Giant and a passionate community of Stormgate fans over the last few months. You’ll have new units, upgrades and abilities at your disposal to play competitively on 30 new maps, along with lots of quality of life improvements and bug fixes.

Our goal with the PTR is to create a place where we can iterate rapidly and battle test new ideas before pushing it to the main Stormgate client. We welcome your input and feedback in this process. Here's how you can switch to the PTR:

To read more about this community collab, check out our blog post introducing it.


Features Overview

  • 2v2 matchmaking is here – with a dedicated leaderboard.
  • A total of 30 new community maps are added. A mix of 1v1 and 2v2 – all battle tested and include Stormgates.
  • 4 new playable units have been added to fill out Celestial and Infernal factions:
    • Dominari – An Infernal Tier 3 spellcaster.
    • Incarnate – A massive Infernal Tier 3 melee fighter.
    • Carnivex – A Celestial Tier 2 front-line tank with stealth.
    • Navi – A Celestial Tier 3 spellcaster. 
  • The full data, trigger and map editor is unlocked.
    • To access: open the editor, look to the top left and control+click the Yeti 10 times. That's really how you unlock it.
  • Art and visual effects updates, including new weather/lighting presets and battle legibility improvements.
  • A big change to sound effects concurrency, volume mixing and announcer line priority. 

Audio

  • Increased sound effects concurrency and tuned concurrency behavior across the board to make battles feel fuller and more reliably connect sound to the visuals.
    • Previously in Stormgate, we favored the side of lower concurrency for a lot of unit sounds like attacks, deaths, abilities and so on. It’s a balance, because when 50 exos are firing, you don't want to hear all 50 gunshots every second they fire, or it's just terribly grating and poor for performance. But on the flipside, some concurrency values were just set too low so there would be situations where only 1 or 2 death sounds could play at a time, with many poor souls dying in silence. Or in the case of specific units like the Argent and Hedgehog, their attack and impact sounds were set very low. 
    • Beyond just concurrency numbers, concurrency behavior was tuned for each sound to choose between behavior like preventing new sounds altogether, or interrupting the oldest or most distant sound effect so no new sound effect in that category goes unplayed.
    • Even the way these sound concurrencies are set up hierarchically can create problems as well. For example, the Weaver has a footsteps sound that plays as it walks. But it was sharing concurrency with Weaver attacks and its Lash ability sounds, so it really 'stepped on' a lot of its sounds. Hopefully you enjoy the improvements, and we welcome more feedback in this area.
  • Reverberation has been added to sounds and voices for a more immersive feel. 
  • Established an Announcer line priority sorting to fix inconsistencies in playback. 
    • Announcer lines are the voice lines that play during alerts for things like "Our base is under attack" and "We need more supply". These are all set to a concurrency of 1 to prevent overlapping voices. Previously however, if another announcer line was supposed to play around the same time, it would prevent every other announcement from playing until the first one was finished, with no queue, resulting in missed critical alerts like “Our forces are under attack!” Now, higher priority announcements will interrupt each other in this order:
      • Highest: Main map objectives, Stormgates, base & units under attack.
      • High: Hero died/resurrected. priority on player, then ally, then enemy.
      • Medium: Ally alerts.
      • Low: Capture points, construction finished, research complete.
      • Lowest: Production, supply, celestial power and resource requirements.
  • Sound effect volume adjustments have been made across the board. Most notably unit death VO screams have been increased in volume and are now louder than their “Splat” type sounds that also usually plays when a unit dies. This is great for added carnage and unit personality.
  • Exo and Guardsman attack sounds have new sounds and increased sample variety.
  • Servo attack SFX has been updated.

Art

  • We completed an animation blending pass throughout the game to make transitions between walking, idle, attack, abilities smoother and to better fit the unit’s persona.
  • New lighting and weather presents added: Light Snow, Heavy Snow, Light Rain, Heavy Rain, Infernal ash. 
    • Environmental wetness and wind effects have been enhanced. Most assets, including units, structures, doodads and terrain will look wet when rainy weather is active.
  • We completed a team color pass on all units for saturation and luminance consistency, as well as improved readability which is especially helpful in team games.
    • Various unit material updates are made to better distinguish them and help readability. There is more work to be done in this area. 
  • Minor structure size unification to better fit their footprints. In general, research structures and Vanguard production structures are slightly larger. All footprint sizes remain unchanged.
  • Ragdoll death gravity increased so bodies are less floaty.
  • Vector’s temporal reflection has unique hologram art.
  • Archangel
    • faster animation attack speed Faster swing, slower backswing.
    • Increase meteor slam get-up animation speed.
  • Imp
    • Increased in size by 15%, with a faster walk cycle.
    • Textures updated with a brighter eye glow.
    • A new animation is added while morphing to an enflamed Imp.
  • Blood Tree - removed team color on the leaves so they’re always bloody.
  • The Hexen now wears a mask.
  • Hellborne reduced in size by -15%.
  • Argent increased in size by +10%.
  • Vector
    • reduced in size by -15%.
    • Updated attack recoil animation and visual effects.
  • Added 4 large, destroyed/weathered neutral structure doodads for mapmakers.
  • Added white blood trees as randomized destructible trees.
  • Improved concealment grass art so it’s less tiled, more natural, is available in several colors and have proper effects when destroyed
  • Vector’s temporal reflection has unique hologram art.
  • Gaunt upgrade icons changed from green to orange
  • Pandora & Navi portrait and button icon updated.

Visual effects

  • FX updates for the many new units and abilities.
  • Improved Dark Prophecy visibility.
  • Improved Miasma visibility on and off shroud.
  • Improved Nanoswarm visibility
  • Hedgehog armor shred debuff visual added.
  • Hedgehog missile visibility increased to easier show how many are loaded.
  • Graven Sticky bomb warning is now always red.
  • Graven Sticky bomb adds goop onto structures with its upgrade.
  • Graven sonic disruption ability has updated visual effects.
  • Arcship gets a visual indicator when it has a collection array available.
  • Seraphim Condemnation visual effects added.
  • Adjusted Seraphim’s weapon socket location.
  • Archangel - Visual effects added for Reprieve and Aether Slash
  • Incarnate attack and ability FX revisited for clarity and power. Its basic claw attack now punctures the ground.
  • Weaver Mistborne assault FX added
  • Hellspawn resurgence cooldown FX updated.

Gameplay

  • New Units:
    • Dominari
    • Incarnate
    • Carnivex
    • Navi
  • Many new maps, made by the community, have been added to the game.
    • 1vs1 matchmaking now includes 10 maps.
    • 2vs2 matchmaking now includes 8 maps.
    • More maps are available to play in the custom games list, as well as in Skirmish mode.
  • Two new neutral structures added:
    • Manashrine: Like a Wellspring, but restores energy.
    • Voidheart Shrine: Like a Wellspring, but restores health & energy.
  • Adjusted selection volumes to be more precise:
    • Scanner, Carnivex, (Tails no longer selectable)
    • Archangel, Navi (Wings no longer selectable). Archangel previously had a large invisible selection area when grounded and the wings were hidden, but still selectable.
    • Many other structures including: Collection Array, Shrines, Shroudstone, Twilight Spire, Conclave, Ascension Chamber, Ritual Chamber.
  • We altered the unit size, inner & outer radius of many units. This is for several reasons:
    • Outer radius values standardized across the game so there are fewer size categories, resulting in more efficient pathfinding.
    • Outer radius values tuned to reduce unit overlap and improve readability.
    • Inner radius values reduced, allowing more units to fit through light forest.
  • Cloaked units no longer interact with shroud, and don’t give away their location to enemies this way. However, cloaked units will still rustle some small grasses, so keep an eye out!
  • The Gaunt now fires a unique projectile when Infernal curse will be applied. Requires its attack upgrade and firing from Shroud for this to appear.

Performance

  • Unit animation and mesh performance optimizations were made to reduce the CPU cost of each unit, where most of the bottleneck lives during large army scenarios.
  • Stormgate triggers optimized for better performance. This should reduce some hitching.

Design & Balance

The balance and design updates in this community update are targeted towards 1v1 and 2v2 competitive modes. These changes do not yet impact campaign or co-op. With your feedback, we want to test and harden things first before merging these into the other modes.

The goal with these design changes has been to deepen your choices and strategy, by offering faction-wide units, ability and upgrade improvements, better quality of life, and bug fixes.

General

  • All HQs start with 1 worker charge and max out at 3
  • All factions begin with 50 Luminite
  • Lower first stormgate timing from 3:30 minutes to 3:00 minutes
  • Stormgates now have the capability of randomly spawning in variable numbers as set by the map designer. For our 1v1 ladder maps, only 1 will spawn at a time, and for our 2v2 ladder maps, up to 2 will spawn.
  • Unit inner and outer radii updated across the board. Units now fit into one of 7 size categories:
    • Tiny (Inner: 0.375, Outer: 0.45)
    • Small (Inner: 0.375, Outer: 0.6
    •  Medium (Inner: 0.375, Outer: 0.8)
    • Large (Inner: 0.8, Outer: 1)
    • Extra Large (Inner: 0.8, Outer: 1.3)
    • XXL (Inner: 0.8, Outer: 1.6)
    • Gigantic (Inner: 1, Outer: 2)
  • Neutral destructible buildings HP increased from 500 to 2000
  • Rich Luminite Mines modified to be 1.5x the value of regular luminite
  • Celestial Collection Arrays on Rich Luminite Mines now have a x1.5 luminite mining rate.
  • Therium Rework
    • Therium now shows 8/8 workers as the optimal amount to sustainably mine from the therium generator without exhausting therium nodes. 4/8 workers is approximately the number to sustainably mine enriched therium without exhausting enriched therium nodes.
    • Unenriched Therium Node gather rate made longer: from 1.2 to 2
    • Enriched Therium Node gather rate made longer: from 0.5 to 1
    • Therium Generator starting node count increased from 5 to 30
    • Gather amount for Enriched Therium reduced from 1.667 to 1.0
    • Unenriched Therium generation rate made faster: from 8s to 5s
    • Enriched Therium enrichment rate made faster: from 8s to 5s
    • Imp cargo capacity increased from 7 to 10
    • Servo cargo capacity increased from 7 to 10
    • Prism cargo capacity decreased from 7 to 2
    • Prism gather period multiplier increased from 1.20 to 1.25
    • Therium is revealed at game start to help with building placement

Vanguard

  • Servo
    • Charge cooldown decreased from 24 to 18
    • Hp reduced from 110 to 95
    • Movement speed increased from 3.5 to 4
    • Attack swing time from 0.5 to 0.25
    • Fix bug with build speed increases from Veterancy (Frost Giant fix)
  • Servo Overcharge
    • Decrease armor provided from 50 armor to 25 armor
    • Range indicator now matches the ability radius.
    • Construction speed bonus decreased from 50% to 25%
    • Upgrade construction speed bonus remains at 100%
    • Baseline movement speed bonus removed.
    • Overcharge upgrade now grants 50% movement speed.
  • Command Post, Central Command, High Command
    • Lower supply provided from 15 to 10
  • Central Command
    • Cost increased from 100/100 to 200/100
    • Build time increased from 30 to 50
  • High Command
    • Cost increased from 200/150 to 300/200
    • Energy regeneration set to 1
  • Solar Habitat
    • Solar Charge can boost charge cooldowns by 25% (for allied inf production)
    • Can no longer target HQs
  • Rampart
    • Reinforce redesigned to prevent healing effects from making the shield functionally invulnerable
      • Grants a 500 HP shield to a unit that lasts 10 seconds or a 1000 HP shield to a structure that lasts 20 seconds. This shield blocks 90% of incoming damage.
  • Sentry Post
    • Build time increased from 45 seconds to 60 seconds
  • Flak Cannon
    • Damage increased from 22 to 22 (+4 heavy)
  • Repair-o-matic
    • No longer heals unit inside
  • Med Station
    • No longer heals unit inside
  • Biokinetics Lab
    • build time reduced from 50 seconds to 30 seconds
  • Machine Lab
    • Build time reduced from 50 seconds to 30 seconds
  • Lancer
    • Attack damage increased from 12 (+3 light, +3 structure) to 15
    • Research Kinetic Redirection research time decreased from 90 seconds to 60 seconds
    • Research Mitigative Guard reworked:
      • 100/100, 60 second research time
      • All damage to the lancer is reduced by 2. Lancers gains 3 stacks of Reactive Plates.
      • Reactive Plates: When the Lancer is hit by an attack dealing more than 30 damage, one Reactive Plate is consumed. The Lancer only takes 25% of the damage exceeding 30.
      • A Reactive Plate regenerates every 60 seconds.
  • Scout
    • Build time decreased from 18 to 15
    • Attack Damage increased from 5 (+3 light) to 5 (+5 light)
    • Research Run Down (previously Pounce) is now the first upgrade for Scout and requires a Biokinetics Lab (t1)
    • Research Run Down cost decreased to 50/50
    • Research Vorillium Claws now requires Research Run Down and a High Command
    • Run Down (renamed pounce) rework:
      • Impact bonus damage removed
      • Slows target by 30% for 3 seconds
      • Cooldown decreased from 30 seconds to 20 seconds
      • No longer triggers Pounce when attacking a stormgate
    • Vorillium Claws damage bonus increased from +8 light damage (total: 5 (+11 light)) to +5 (+4 light) damage (total: 10 (+10 light))
  • Exo
    • Attack damage increased from 13 (+2 heavy) to 13 (+3 heavy)
  • Medtech
    • Requires Biokinetics Lab instead of Central Command.
    • Medtech Adapt Training Requires a Central Command.
    • Offensive nanoswarm no longer aggros units affected
    • Nanoswarm heal per second reduced from 20 to 15
    • Nanoswarm damage per second reduced from 10 to 7
    • Nanoswarm energy cost is lowered from 40 to 30
    • Medpatch and Nanoswarm no longer autocast on warping in units
  • Graven
    • Cost increased from 125/75 to 125/125
    • Sticky Bomb rework:
      • Sticky Bomb is now a skillshot
      • Sticky Bomb attaches to a unit if it lands on it
      • Sticky Bomb can damage buildings
      • Sticky Bomb can stack on a target
      • When a unit with an attached Sticky Bomb is destroyed, all attached Sticky Bombs immediately explode.
      • Sticky Bomb no longer deletes other Sticky Bombs when it explodes
      • cast range increased from 6 to 7
      • Target sort added to sticky bomb stick to prioritize enemy targets before friendly target
    • Infiltrate removed
    • Mass Infiltrate upgrade removed
    • New ability: Sonic Disruption
      • 40 energy
      • This unit deploys a drone to a targeted area in the air that deals 10 (+5 light) damage and reduces the attack speed of nearby air units in a 3 range radius by 50% for 5 seconds. Drone lasts 2 seconds.
      • Cast range of 7
    • New upgrade: Research Sabotage
      • Biokinetics Lab. Requires High Command.
      • Sticky Bomb deals +50 damage to structures
      • Sticky bomb now disables structures damaged by it for 20 seconds.
      • Increase the energy regen rate of the Graven by .25/second
    • New upgrade: Research Phase Jumper
      • Biokinetics Lab. Requires Research Sabotage
      • Gain a second charge of Phase Shift
      • Increase the energy regen rate of the Graven by .25/second
  • Hedgehog
    • Hp decreased from 230 to 200
    • Changed weapon arc to match model better.
    • New Upgrade: Armor Shredding Missiles
      • Researched from Machine Lab
      • Requires a High Command and Transonic Boosters complete
      • 100/100
      • 60 sec build time
      • Causes attacks to apply 3 stacks of Armor Shred Missiles. Each stack is -1 armor. This can stack up to 30 times. All stacks are removed after 10 seconds, but further attacks from hedgehogs refreshes this duration.
  • Vulcan
    • Research Peak Performance gains additional functionality: increase base armor by 10
  • Hornet
    • Skymine arming duration increased from 2 seconds to 3.5 seconds
    • New upgrade: S.T.A.L.K.E.R. Drive
      • Machine Lab
      • 100/100. 60 sec research time
      • While Predator State is fully charged, the Hornet enters stealth.
  • Evac
    • (Bugfix): Evac now correctly gains +20% health at each veterancy level, from 40 to 50 with baseline 250 Hp.
  • Stasis Drone
    • Allied stasis drones is no longer targetable - right click commands will phase through and target the ground.,
    • Allied units inside stasis drones are no longer targetable with right click.
    • Units inside stasis drones are no longer push-able out of position.
    • Units inside stasis drones have -100% movement speed to remove deceleration while in stasis.
  • Hurricane
    • Attack range increased from 4 to 5
    • Bomber run cooldown decreased from 30 seconds to 15 seconds
    • Bombing Run range decreased from 25 to 20
    • HP increased from 600 to 700
    • Stationary turn period increased from 1.0 to 1.2
    • Research Covert Bombers removed
    • New Upgrade: Prometheus Engine
      • Machine Lab, Requires High Command
      • 100/100, 60 sec research time
      • Increase Hurricane movement speed by 45% (from 2.75 to 4)
      • Turn rates increased by 50% (moving turn period from 2.5 to 1.25, stationary turn period from 1.2 to 0.6, turn radius from 2.0 to 1.0)
  • Bomber
    • Movement speed increased from 10 to 12
    • Bombers inherit Veterancy from the Hurricane. (Bombers cannot gain Veterancy themselves)
    • Bombers gain 20 hp and 5 armor per Veterancy level

Celestial

  • Prism
    • Charge cooldown increased from 14 to 20
    • Hp increased from 60 to 85
    • Speed decreased from 5.5 to 4
    • Cost increased from 40 to 50
    • Weapon range increased from 1.5 to 1.75
  • Collection Array
    • Max gathering rate increased from 600/min to 825/min
    • HP increased from 600 to 1200
    • Increase power cost from 8 to 10
    • Should not be able to construct when in Low Power
    • Power Surge should work on the collection array
  • Matter Reallocation
    • Gracelight Node, Energizer Node, and Judicator Node refund 50 Luminite instead of 25 Luminite when Matter Reallocation is used.
  • Morph Core
    • Cannot build Arcships.
  • Arcship, Arcstation, Arcfortress
    • Landed arcships should have priority over flying arcships
    • Power provided is lowered from 20 to 15
    • Can recharge prism cooldowns while flying
    • Gain a visual effect to indicate when a Collection Array is available to produce
    • Range of Collection Array build buff is decreased from 15 to 12 to prevent accidental triggers
    • Collection Array buff icon is always visible
    • Collection array building now prioritizes the closest Luminite mine
    • Regenerates 4 HP/second
    • Footprint decreased from 6x6 to 4x4
  • Celestial Hyperdrive
    • Movement Speed bonus increased from 50% to 75% (should be 3.5 movement speed after upgrade)
  • Arcship
    • Cost increased from 300 to 400
    • Build time increased from 30 to 45
    • Requires Cascade to build
    • HP decreased from 1200 to 800
  • Arcstation
    • Cost increased from 100/100 to 200/100
    • Build time decreased from 60 to 50
    • HP decreased from 1800 to 1600
  • Arcfortress
    • Cost increased from 200/150 to 300/200
    • Energy regeneration set to 1
  • Power Surge
    • Now increases construction speed by 100%
    • Increases building movement speed by 50%
    • Can be used on allied structures (besides hqs)
  • Zenith Scan
    • Requires an Arcstation
  • Purify
    • Added to flying Arcstatio
    • Moved from Z to C
  • Fates End
    • Moved from X to V
  • Gracelight Node
    • Starting energy reduced from 50 to 25
    • Armor reduced from 10 to 5
    • Energy regen increased from 1/sec to 2/sec
    • No longer autocasts on units warping in
    • Gracelight Endowment immediately heals 10 hp, and then heals 600 over 30 seconds. The heal over time is cancelled if the unit takes damage.
    • Right click on a Gracelight node while a unit is selected causes it to cast Gracelight Endowment on that unit when it is in range (should work like energizer nodes)
  • Energizer Node
    • Energize autocast range decreased by 2
    • Can now be built independently. When constructed, a Gracelight Node is first built, and it automatically morphs into an Energizer Node
    • Armor reduced from 10 to 5
    • Energy regen increased from 1/sec to 2/sec
    • Energize autocast no longer targets energizer nodes
    • Can manually target energizer nodes
    • Cannot Energize constructing or morphing targets
    • Fixed a bug where Energize transferred 2 energy to targets for each 1 energy they had during Power Surge
  • Judicator Node
    • Can now be built independently. When constructed, a Gracelight Node is first built, and it automatically morphs into a Judicator Node
    • Armor reduced from 10 to 5
    • Energy regen increased from 1/sec to 2/sec
    • Attack damage decrease from 28 to 20
  • Creation Chamber
    • Carnivex added to the bottom left position of the command card.
  • Starforge
    • Scythe removed
    • Saber shifted to the position Scythe used to hold on the command card
    • Navi added to the position Saber used to be
  • Guardian Nexus
    • Celestial Hyperdrive upgrade position shifted to top row
    • Upgrade for Carnivex added where Celestial Hyperdive is
  • Ascension Matrix
    • Build time decreased from 50 seconds to 30 seconds
    • Requires Arcstation instead of Starforge OR Legion Hall
    • Scythe upgrade removed.
    • Saber upgrade shifted to the left on the command card.
    • Navi upgrades added where saber upgrades used to be.
  • Argent
    • Increase damage from 11 (+3 heavy) to 13
    • High Energy reworked:
      • 50 energy cost
      • Triggering this ability causes the next 3 attacks to deal 26 damage (x2)
      • Does not stack: if the ability is triggered again, rather than add on 3 more stacks, it resets to 3.
      • Autocastable, but now clicking on the button does something
      • When multiple Argents are selected and the ability is pressed, any Argents who have 50 energy immediately consume it for 3 High Energy stacks.
      • Argents have a visual buff to make clear that high energy is activated
    • Longshot Module damage increased values should be: 16 base, 32 High Energy
    • Start with 25 energy instead of 0
    • Harmonic Exchange no longer regenerates energy when attacking friendly units/structures or destructibles.
    • Speed decreased from 5.5 to 5
    • Research Heavenstep gives the argent +0.5 speed.
    • Longshot Module bonus range increased from +2 to +3
  • Scanner
    • hp increased from 50 to 70
    • Build time decreased from 20 to 15
    • speed increased from 7 to 8.25
    • Attack range increased from 3.5 to 8
    • Attack damage decreased from 5 to 1
    • fix bug that prevents scanners from going on the same tree twice
    • Tag research is available at t1.
    • Tag also lowers armor of tagged unit by -50
    • Tag cast range increased from 10 to 12
    • Tag duration reduced from 30 to 20
    • Tag research time decreased from 60 seconds to 30 seconds
    • New t2 upgrade: Stunning Shot
      • When this unit attacks enemy units with the tag debuff, those units are stunned for 0.75 seconds, and then slowed by 25% for 2 second. Units can only be stunned this way once every 6 seconds.
  • Cabal
    • Cost reduced from 100/100 to 100/75
    • Requires Guardian Nexus
    • Cabal Adapt Training requires an Arcstation
    • Starting Energy reduced to 25, energy regen set to 0.5
    • Debilitate reworked:
      • Reduce energy cost to 15
      • Range decreased from 12 to 10
      • 5 second cooldown
      • Reduce attack speed and damage of the target unit and enemy units touching it by 25% for 5 seconds.
      • Autocast should target units that don’t have this debuff already.
    • Gravity Flux can no longer be autocast
    • Gravity Flux range increased from 8 to 10
    • Mind Shackle now channels, preventing move commands from cancelling it.
    • Mind Shackle can be used on ground units or units targeted by Gravity Flux
    • Research Cabal Master Training now requires a Research Cabal Adept Training and an Arcstation (t2)
  • New Unit: Carnivex
    • Builds from a Creation Chamber
    • Requires an Arcstation
    • Movement speed: 5.5
    • Energy max: 100
    • HP: 350
    • Armor: 10
    • Tags: Heavy, Mechanical
    • Damage: 30
    • Attack speed: 1.3
    • Supply cost: 5
    • Build Time: 38
    • Cargo size: 4
    • Cost: 175/50
    • High push priority
    • Two Abilities:
      • Shikari Venom (5 energy, autocast) - When attacking a unit, apply 3 stacks of Shikari Venom. Each stack deals 2% of the target's max hp as damage and decays every second. The target is slowed by 2% per stack. This effect caps at 15 stacks.
      • Sapping Pounce (10 second cooldown, autocast) - The next attack causes this unit to dive at a target, dealing +100% base damage. Applies 3 extra stacks of Shikari Venom and restores 20 energy.
    • Upgrades:
      • Research Prowl (Guardian Nexus, Requires Arcfortress, 90 sec build time, 100/100) - Increase movement speed by 1. Enters Stealth when out of combat for 3 seconds. When attacking a unit from stealth, apply 9 stacks of Shikari Venom.
  • Vector
    • Air and Ground attack both set to 8 (+3 light) damage
    • Movement speed increased from 6 to 6.75
    • Delta Jump cooldown increased from 15 seconds to 17 seconds
    • Vector temporal form no longer takes increased damage
    • Research Recall cost increased from 50/50 to 100/100
    • Research Recall research time reduced from 90 seconds to 60 seconds
    • Research Recall movement speed increase reduced from 1.5 to 1
    • Recall now has a 2 second cooldown before it can be used
    • New tier 3 upgrade: Temporal Reflection
      • Requires an Arcfortress
      • Costs 100/100
      • research time: 60 seconds.
      • When the Vector uses Delta Jump or Recall, it leaves a stationary Temporal Reflection behind.
      • Temporal Reflection is invulnerable
      • Temporal Reflection lasts 2 seconds
      • Temporal Reflection deals 50% damage
      • Temporal Reflection heals Vector for 40% of damage dealt
  • Scythe
    • Removed from the game
  • Saber
    • Cost increased from 225/125 to 250/125
    • Attack damage increased from 40 (+50 heavy) to 60 (+50 vs Heavy)
    • Range increased from 11 to 14
    • Requires Ascension Matrix
    • Core Ascendency upgrade now requires an Arcfortress (t3)
    • Core Ascendancy also increases the movement speed of Sabers by 1
  • New Unit: Navi
    • Any unchanged stat carries over from the Scythe
    • Builds from a Starforge
    • Requires an Arcfortress
    • Movement speed: 6
    • Energy max: 100
    • Starting energy: 25
    • Energy regen: .5
    • HP: 300
    • Armor: 5
    • Tags: Light, Mechanical
    • Detector
    • Air attack - Solaria Smite: 15 (+30 heavy)
    • Ground attack - Solaria Bolt: 15
    • Air attack range: 12
    • Ground attack range: 8
    • Attack speed: 2
    • Supply cost: 8
    • Build Time: 50
    • Cost: 200/200
    • Outer radius: 1.3
    • Three Abilities:
      • Radiant Mantle (25 energy, 8 second cooldown, range 9, autocast)
        • Reduce damage dealt to a target allied unit by 50% for 10 seconds.
      • Hallowed Ground
        • Grants units in an area Sovereign’s Favor, which reduces incoming damage of the next attack by 50%.
    • Upgrades:
      • Research Navi Adept Training (Ascension Matrix, Requires Arcfortress, build time 60 sec, 100/100)
        • Unlocks Sovereign’s Decree
        • Energy regen increased by 0.25
      • Research Navi Master Training (Ascension Matrix, Requires Research Sovereign’s Decree, build time 60 sec, 100/100)
        • Unlocks Hallowed Ground
        • Energy regen increased by 0.25
  • Seraphim
    • Attack now hits ground and air.
    • Attack range reverted to 6
    • Ground Attack damage increased from 14 to 22
    • Air Attack damage decreased to 14
    • Ground and Air attack period increased from 1 to 1.3
    • Resolute Seal and Winged Dash abilities removed
    • Starting Energy reduced to 25, energy regen set to 0.5
    • New ability: Windrun
      • 5 energy, autocast
      • When this unit takes damage, reduce incoming damage by 50% and increase it’s movement speed by 25% for 1 second. This is refreshed every time it takes damage.
    • Condemnation rework
      • 50 energy (autocast)
      • Fires an energy beam that deals 100 (+100 heavy) damage to a ground or air target over 5 seconds.
      • 12 second cooldown
      • Requires Research Condemnation
    • Upgrades:
      • Research Condemnation (Ascension Matrix, 90 sec build time, 100/100)
  • Animancer
    • Dark Prophecy is now unlocked from Animancer Adept Training
    • Starting Energy reduced to 25, energy regen set to 0.5
    • Unseen Veil is now unlocked from Animancer Master Training
    • Movement Speed given by unseen veil increased from 25% to 50%
    • Animus Redistribution cooldown lowered from 8 seconds to 2 seconds
    • Animus Redistribution drain per second increased from 20 health and 20 energy to 30 health and 30 energy
    • If an enemy dies while being targeted by Animus Redistribution, refund 15 energy.
  • Archangel
    • HP increased from 650 to 900
    • Attack swing more responsive
    • Starting Energy reduced to 25, energy regen set to 0.5
    • Flying mode rework:
      • Angelic Decent removed
      • Meteor Strike rework:
        • Energy cost reduced from 50 to 0
        • Area damage from Meteor Strike reduced from 100 to 50
        • Also slows impacted enemies by 60% for 5 seconds.
        • If Avatar has been researched, activate it.
        • Duration the Archangel is stunned upon using this ability is decreased from 1.43 seconds to 0.5 seconds
      • New ability: Aether Slash:
        • Energy cost set to 0
        • 12 second cooldown
        • Dashes towards a target location, dealing 20 damage to enemy air units in its path and slowing them by 40% for 5 seconds.
        • If Avatar has been researched, activate it.
      • New ability: Reprieve
        • 8 second cooldown
        • Remove all harmful debuffs from this unit and deactivate Avatar.
    • Ground mode rework:
      • Angelic Ascent removed
      • New ability: Skybreak
        • The Archangel ascends into the sky, dealing 50 damage to enemy air units in the area.
      • New ability: Censure
        • Energy cost set to 0
        • 12 second cooldown, Autocastable (defaults to off)
        • Deals 0 damage
        • Target an enemy unit in range, leap to that unit and stun it for 1 second.
        • If Avatar has been researched, activate it.
      • New ability: Reprieve (same as flying mode)
    • Upgrades:
      • Research Scorched Earth removed
      • Research Avatar (Ascension Matrix, Requires Arcfortress, 60 seconds, 100/100) - When the Archangel uses Meteor Strike, Aether Slash or Censure, it activates Avatar, gaining 40 armor and, if grounded, resilience to enemy disables. Its attacks become ranged and deal 40 damage in a line (primary target takes 120 damage). Enemies hit by these attacks are slowed by 20% for 3 seconds. Avatar consumes 5 energy per second, and is disabled when the Archangel’s energy runs out.

Infernal

  • Imp
    • Charge cooldown decreased from 18 to 16
    • Attack range decreased from 3 to 2
    • Movement speed increased from 3.5 to 4
  • Enflamed Imp
    • HP decreased from 80 to 60
    • Flame On now immediately morphs an Imp into an Enflamed Imp, but stuns it for 10 seconds.
    • Doesn’t target stormgates or non-hostile structures unless specifically commanded to
    • Movement speed reduced from 5.5 to 5
    • Attack range decreased from 2 to 1, missile speed increased
    • No longer has a timed life
    • Explosion damage decreased from 100 (+50 structure) to 50 (+30 heavy)
    • No longer counts as a worker
    • Cannot be picked up by transports, this is explained through a trait called “Fire Hazard”: This unit burns too hot to safely load into transports
    • Gains an ability that self destructs the imp when pressed dealing its explosion damage. All trees caught in this explosion radius are also destroyed
  • Shrine, Greater Shrine, Elder Shrine
    • Lower supply provided to 10 from 15
  • Greater Shrine
    • Cost increased from 150/100 to 200/100
    • Build time increased from 30 to 50
  • Elder Shrine
    • Requires a Twilight Spire OR Blood Tree instead of a Twilight Spire
    • Cost increased from 200/150 to 300/200
    • Incarnate added to bottom right position on command card
    • Energy regeneration set to 1
  • Burning Effigy
    • Burning Effigies no longer prevent loss if they are the only structures left for an Infernal player
  • Hellspawn Resurgence
    • Restores 2 charges.
    • Cannot target HQs
    • Increases build speed by 2000% for 2 seconds when used on allied Vanguard or Celestial production structures
    • Using this on a structure prevents it from being used on that structure again for 75 seconds
  • Tribute Pyre
    • Build time increased from 10 to 15
    • HP decreased from 400 to 300
    • Gremlin HP decreased from 65 to 25
    • Gremlin spawn rate increased from every 20 seconds to every 15 seconds
  • Shroudstone
    • Increase cost from 100 to 150 lum
    • increase health from 350 to 425
    • increase damage from 40 to 50
  • Iron Vault, Conclave, Twilight Spire
    • Only holds 2 charges.
    • Building starts with 0 charges when construction finishes, down from 1
    • Charge cooldown decreased from 35 seconds to 25 seconds
    • Build time decreased from 80 seconds to 40 seconds
  • Iron Vault
    • Hellborne and Magmadon swap position on Command Card
  • Conclave
    • Dominari added next to Weaver on the command card.
  • Hellforge
    • Swap the positions of the Magmadon upgrades and the Hellborne upgrades
    • Darkness Spreads upgrade moved to Blood Tree
  • Ritual Chamber
    • Upgrades added for the Weaver, position matches unit position on command card.
    • Upgrades added for the Dominari, position matches unit position on command card.
  • Blood Tree
    • Requires a Greater Shrine instead of a Twilight Spire
    • Darkness Spreads upgrade added here.
  • Brute
    • Sunder Soul threshold for providing two Fiends decreased from 90% to 75%
    • Cost decreased from 150 to 125
    • Cargo size increased from 1 to 2
    • No longer triggers Infernal Fury when attacking a stormgate
    • Bug fix: Fiends get a speed boost again when Sunder Soul is used.
    • Obsidian Horde (renamed Fiendsplosion) reworked:
      • Increases Brute armor by 10
      • Now doubles the amount of fiends created: 4 when above 75% hp, 2 when below
      • Fiends gain 15 hp
  • Fiend
    • On shroud damage increased from 7 to 10
    • Off shroud damage decreased from 12 to 10
    • Armor Rend effect on fiends requires the Infernal Fury upgrade.
    • Armor Rend armor reduction increased from -2 to -4
  • Hellborne
    • Outer Radius decreased from 1.3 to 1
    • Damage reduced from 30 (+45 heavy) to 30 (+30 heavy)
    • Remove Molten Touch upgrade
    • New Ability:
      • Inferno (Autocast, 15 second cooldown)
        • Requires Research Inferno
        • The next attack lights the target, and units in a cone behind it, on fire. These units are dealt 10 (+10 heavy) damage per second for 5 seconds.
        • Destroys trees in the cone
    • New Upgrade - Inferno: 100/100, 60 sec build time, requires: Elder Shrine
  • Magmadon
    • Requires Blood Tree
    • Demonhoof Tremors upgrade removed
    • Trample now periodically stuns baseline
    • Attack damage changed from 40 (+25 heavy) to 50
    • Trample damage increased/changed from 100 (+50 heavy) to 125 (+50 light) over 6 seconds
  • Gaunt
    • Movement speed increased from 5 to 5.5
    • Attack bounce damage increased from 2 (+0.5 light) to 2 (+1 light)
    • Soulbound Chakram upgrade now required for attacks to bounce.
    • Soulbound Chakram upgrade cost increased from 25/25 to 50/50
    • Soulbound Chakram research time increased from 30 seconds to 60 seconds
  • Hexen
    • Cost decreased from 75/100 to 75/75
    • Skull of Shedda Rework:
      • Applies Curse to the targeted unit and deals 10 damage (down from 25).
      • Slows the targeted unit by 40% for 5 seconds.
      • Movement speed increased from 5 to 6
      • Skull of Shedda has 50 HP
      • Skull of Shedda gains stealth when the ability is cast from shroud
      • Skull of Shedda is a detector and should reveal around the enemy when used on them (original functionality)
      • Timed life decreased to 15 seconds from 30
    • Remove Shadowweave from Hexen
  • Weaver
    • Lash energy cost decreased from 40 energy to 30 energy
    • Starting Energy reduced to 25, energy regen set to 0.5
    • Bug fix: Lash autocast should target enemy units properly
    • New Ability: Shrouded Assault (renamed Mistborne Assault)
      • Requires Research Adept Training upgrade
      • Cooldown 40 seconds, 50 energy cost
      • Grant this unit and all allied units in a radius of 5 around it stealth for 20 seconds while in shroud and out of combat for 3 seconds.
      • When an allied unit exits stealth, they gain 50% attack speed for 3 seconds.
      • Only castable while on shroud
    • New Upgrade: Research Adept Training (renamed Mistborne Assault)
      • Requires a Blood Tree
      • 50/50 cost
      • 30 sec build time
      • Unlocks Shrouded Assault
      • Increases energy regen by 0.25
    • New Upgrade: Research Master Training (renamed Dark Lure)
      • Requires a Research Adept Training and Greater Shrine (t2)
      • 100/100 cost
      • 60 sec build time
      • Unlocks Dark Lure trait: Weaver ability cooldowns recharge 100% faster while on shroud
      • Increases energy regen by 0.25
  • New Unit: Dominari
    • Builds from a Conclave
    • Requires an Elder Shrine
    • Movement speed: 6.5
    • Energy max: 100
    • Starting energy: 25
    • Energy Regen: .5
    • HP: 220
    • Armor: 0
    • Tags: Light, Biological
    • Damage: 15 (+10 heavy)
    • Attack speed: 1.3
    • Attack range: 7
    • Supply cost: 8
    • Cargo size: 4
    • Cost: 200/200
    • Inner Radius: 0.375
    • Outer Radius: 0.8
    • Traits:
      • Wrath of the Domina
        • The Dominari deals 100% extra damage to units carrying a Pandemonium debuff glyph
    • Abilities:
      • Pandemonium (60 energy)
        • Increase wave width, decrease wave speed slightly (not implemented)
        • Unleash a wave of dark energy that travels forward in a direction originating from the caster. Enemy units caught in this wave are marked with a glyph.
        • When allied units attack targets with the pandemonium debuff glyph, 50% of their weapon damage is returned to them as health.
        • Every second the pandemonium debuff glyph is on the enemy unit, it grows in power. If this unit is hit by another wave of Pandemonium, the glyph will explode, dealing 15 (+10 heavy) more damage for each second it has been applied, then a new glyph will be applied.
        • If this unit hasn’t been hit by another Pandemonium wave within 5 seconds, the pandemonium debuff glyph will expire, dealing max damage. (75 (+50 heavy) damage)
        • When glyphs expire they remove helpful buffs from the affected enemy units.
      • Death March (40 energy, 6 range)
        • Requires Dominari Adept Training
        • Dispel all harmful debuffs on allied ground units in a target radius (radius: 3)
        • Grant targeted units 25% increased movement speed and 25% increased attack damage for 10 seconds.
        • Units affected by Death March lose 3% max hp per second.
      • Dark Oblation (2 second cooldown, 6 range)
        • Requires Dominari Master Training
        • Target one of your own units. kill this unit to consume their soul. This restores 25 (+5 * the supply consumed) energy. Cannot target resilient units.
        • target sort for the Dominari with the highest energy but under 75 is who casts Dark Oblation when a group is selected.
    • Upgrades:
      • Research Dominari Adept Training (Ritual Chamber, Requires Elder Shrine, 60 sec build time, 100/100)
        • Unlocks Death March
        • Increase Energy regen by 0.25
      • Research Dominari Master Training (Ritual Chamber, Requires Death Frenzy, 60 sec build time, 100/100)
        • Unlocks Dark Oblation
        • Increase Energy regen by 0.25
  • Shadowflyer
    • Divebomb upgrade removed
    • New Ability:
      • Corrosive Bomb
        • Requires Research Shadowbomb
        • Target an area. This unit plunges into the ground, sacrificing itself to explode into corrosive acid that reduces the armor of all units and structures in the area by -50 for 20 seconds. Stacks with Bloodburst
    • New Upgrade: Research Corrosive Bomb: 100/100, 60 second, requires: Elder Shrine
  • Harbinger
    • Reworked land to ignore units beneath it.
    • Seismic Slam stun duration decreased from 2 seconds to 1.75 seconds
  • Spriggan
    • Cost increased from 100/50 to 100/75
    • Increase attack damage from 6 (+3 heavy) to 8
    • Increase on-hit debuff percentage of binding saliva from 2% to 3%
    • Binding Saliva no longer decreases production speed
    • Salivary Overflow upgrade removed
    • New Upgrade:
      • Research Vengeful Expectoration: 100/100, 60 seconds, requires: Elder Shrine
        • Retaliate upon taking enemy damage with an attack that applies maximum stacks of Binding Saliva.
        • This effect cannot occur more than once every 20 seconds.
        • Effect has a range of 8
  • Flayed Dragon
    • Increase Hp from 700 to 900
    • Requires a Twilight Spire
    • Build time decreased from 120 seconds to 0 seconds
    • Shares charges with Incarnate. Elder Shrine begins with 0 charges available, max 2.
    • 120 second charge cooldown it shares with Incarnate.
    • Blighted Breath Cast range increased from 4 to 8
    • Blighted Breath Cooldown decreased from 15 to 10
    • Gains the resilient tag
    • Increased turn rate so its a bit more microable.
  • New Unit: Incarnate
    • Builds from an Elder Shrine
    • Requires a Blood Tree
    • Build time decreased from 120 seconds to 0 seconds
    • Shares charges with Flayed Dragon. Elder Shrine begins with 0 charges available, max 2.
    • 120 second charge cooldown it shares with Flayed Dragon.
    • Costs 750/750
    • Supply cost 15
    • generally keep stats similar otherwise. hp armor movement.
    • Is resilient.
    • Ground weapon deals 120 damage (+120 structure)
    • Air weapon range set to 15. period decreased to .75. Damage set to 60 (+60 heavy).
    • Air weapon listed first so the incarnate prioritizes air units
    • No longer pushes enemy units when walking
    • Abilities:
      • Rampaging Stomp (16 second cooldown)
        • Deal 80 damage (+160 structure) and Stun enemy units in a small radius around this unit for 4 seconds. Slow enemy units in a larger radius by 50% for 4 seconds. Increase the movement speed of this unit by 25% for 4 seconds afterwards.
      • Spore Blast (30 second cooldown) (increased from 10, autocast removed)
        • Range increased from 10 to 12
        • Target an enemy air unit. Fire 12 spores, each spore targeting the unit or a nearby enemy air unit. Each spore deals 40 (+35 heavy) damage in a small area (0.5 radius) and reduces movement speed by 40% for 5 seconds.
      • Devour (12 second cooldown)
        • Can Devour a friendly unit, or a stunned enemy unit, to gain armor and restore hp. the effect lasts 2 more seconds for each supply consumed.
        • Buff tooltip: This unit has devoured a target. Gain 20 armor and 10% of this unit's max health every 2 seconds for each supply consumed. Stacks represent the amount of supply consumed.

Stormgate Rewards

  • Creeping Horror
    • Selection priority increased.
  • Feyren
    • Heal no longer autocasts on units warping in
  • Void Prowler
    • Award 4 units instead of 5.
  • Darkthrone
    • Is moved to Stormgate tier 2 rewards
    • No longer comes with a production boost
  • Soulforge
    • Copied units are no longer given permanent buffs like Avatar that the original unit may have had.
  • Powerstone
    • Avatar buff renamed to “Empowered”
    • Can Empower resilient units.
    • Imbue Empower now increases the target unit’s max health by 200 HP + 50% of the its original max health
  • Unstable Necrilusk
    • Movement speed increased from 2.5 to 3.0
  • Swarm Mother
    • Swarmlings do not produce phantoms upon dying with curse on them
  • Deep One
    • Outer radius decreased from 2.2 to 2
    • Gains Resilience

Bug Fixes

  • Fixed a bug where the Exo and Guardsman attacks play a doubled up sound effect every shot.
  • Servo Attack SFX changed, reduced in volume. Adjusted concurrency so it’s less grating.
  • Fixed morphed units disappearing from Automatic Control Groups.
  • Judicator node, added a missing impact FX.
  • Units that train in twos, like gaunt & spriggan will now correctly add their values on the score screen. Previously, they represented 2x their cost when looking at army sizes.
  • Fixed Dominari weapon socket location.
  • Fixed some doodads with a broken white texture, such as foliage, succulents, and small pipes.
  • Fixed Carnivex death actor
  • Fixed a bug where Cabal’s attack wasn’t appearing on low graphics settings.
  • Automatic control groups are defaulted and your customizations may need to be re-configured.
  • Fix auto re-add units to control groups after they exit a transport

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